#version 450
#extension GL_ARB_separate_shader_objects:enable

layout(set=0,binding=0) uniform MeshUBO
{
	mat4  model;
	mat4 view;
	mat4 projection;
} ubo;

layout(location=0) in vec3 inPosition;
layout(location=1) in vec2 inTexcoord;
layout(location=2) in vec3 inColor;
layout(location=3) in vec3 inNormal;
layout(location=4) in vec3 inTangent;
layout(location=5) in vec3 inBitangent;

layout(location=0) out vec4 fragColor;
layout(location=1) out vec2 fragTexCoord;
layout(location=2) out vec3 fragNormal;
void main()
{
	gl_Position=ubo.projection*ubo.view*ubo.model*vec4(inPosition,1.0);
	fragColor=vec4(inColor,1.0);
	fragTexCoord=inTexcoord;
	fragNormal=normalize(inNormal);
}

